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Jumper

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Jumper

Jumpers are beings who were born with the inherent ability to fold their bodies into the cracks in space, and seemingly teleport across great distances.

Jumpers also seem to become steadily more and more mobile on the battlefield, eventually completely ignoring detriments that would normally stop anyone else in their tracks, and slipping between their enemy’s blows with ease. A jumper is a fleeting being that can be found anywhere on a battlefield at any given point in time.

Creating a Jumper

When creating a jumper, some questions can help you to build your character: How did you learn your ability to jump through space? Have you been born with that ability, or did you receive some type of magical training?

Why do you use your ability? To enhance your combat abilities, or to get an easy life through stealing?

Quick build

You can make a Jumper quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Urchin background. Third, choose Scimitar, Hand Crossbow with 20 bolts and a Dungeoneer’s Pack.

As a Jumper, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Jumper level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Jumper level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Athletics, Acrobatics, Perception, Performance, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a pair of scimitars or (b) a rapier and a shield or (c) two melee weapons
  • (a) a short bow and quiver of 20 arrows or (b) two handaxes or (c) any two simple weapons
  • (a) dungeoneer’s pack or (b) explorer’s pack
  • studded leather armor and two daggers
  • If you are using starting wealth, you have 4d4 x 10 GP in funds.

LEVELPROFICIENCY
BONUS
FEATURES
1+2

Reflexive Teleport, 

Jump

2+2

Jumper Fighting Style, 

Dimensional Anchor

3+2

Blinking Evasion, 

Archetype

4+2Ability Score
Improvement
5+3

Extra Attack, 

Long Jump

6+3

Archetype

Feature

7+3Evasion
8+3Ability Score Imp.,
9+4

Long Jump

Imp.

10+4Pattern Seeker
11+4

Archetype

Feature

12+4Ability Score Imp.
13+5Long Jump Imp.
14+5Jump Imp.
15+5Archetype Feat.
16+5Ability Score Imp.
17+6Long Jump Imp.
18+6Multiple Anchors
19+6

Ability Score Imp.

20+6Dimensional Walker

Reflexive Teleport

When you are hit by an attack, you can add your proficiency bonus to your AC as a reaction, potentially causing the attack to miss. If the attack misses, you teleport to an unoccupied place you can see within 5 feet.

Jump

At the 1st level, you can use your bonus action and spend 5 feet of movement to teleport to an unoccupied space you can see within 5 feet.

This increases to 10 feet at the 14th level.

Jumper Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Blade Dancer

When wielding one weapon in each hand, if you use your bonus action to teleport, you can make an attack with that weapon as part of the same bonus action. You add your ability modifier to the damage.

Dimensional Fencer

When wielding a weapon in one hand, and nothing in the other, you can make a dimensional lunge when you take the attack action. If you teleport at least 10 feet before making the first attack, you add a d4 to the attack roll. On a hit, the damage type is force.

Jumping Thief

When you are grappling a creature or holding an object of large size or lower, you can bring that creature or object with you when you teleport.

Dimensional Anchor

At 2nd level, you can use your bonus action to create a dimensional anchor on a creature you can see within 30 feet. A unwillingly creature can make a Dexterity saving throw against a DC equal 8 + your proficiency bonus + your Constitution modifier.

For 1 minute, you can spend your movement speed as a bonus action to teleport to the same distance.

Blinking Evasion

At the 3rd level, you gain a pool of d10’s equal to your level in this class. You can spend one die from that pool to reduce the damage taken whenever you take damage from an attack. If you reduce the damage to 0, you teleport to a place you can see within 5 feet per die spent. You regain your dice spent after finishing a long rest.

You can spend a hit die to regain one of these dice.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Long Jump

Also at 5th level, you improve your ability to teleport. You can cast misty step without spending a spell slot. As you gain levels in this class, your ability to teleport enhances, and you can use this feature to cast other types of teleportation spells, as shown on the table below:

CLASS
LEVEL
CANTRIPS
KNOWN
SPELLS
KNOWN
1st
(Spell
Level)
2nd
(Spell
Level)
3rd
(Spell
Level)
4th
(Spell
Level)
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

If the spell normally doesn’t allow you to bring creatures with you, when you use this feature you can bring at least one creature within 5 feet with you. You can also bring unwilling targets on a failed Charisma saving throw against your jumper save DC.

You can use this feature to cast a spell twice, regaining the ability to do so after a short or a long rest.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell.

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Pattern Seeker

At the 10th level, when a creature makes an attack against you after having already made the first attack, you can use your reaction to teleport 5 feet to any direction, avoiding the second attack completely.

Costant Jump

Starting at 17th level, you can cast misty step at will, without spending a spell slot or material components.

In addition, you can spend two uses of this feature to cast teleport. Once you cast teleport using this feature, you can’t do it again until you finish a long rest.

Multiple Anchors

Starting at the 18th level, you can use your bonus action to create two Dimensional Anchors instead of one. If you try to make a third one, the first one created is dispelled.

In addition, on your first turn of combat, if you teleport to an anchored creature and make a melee attack, you can make one additional attack against it.

Dimensional Walker

At the 20th level, you gain mastery over your jumping ability. You can use your Long Jump ability three times per rest. In addition, when you cast teleport using your Constant Jump feature, you can do it after a short or long rest.

Jumper Archetypes

These are the Archetypes for the Jumper Class

Blink Knight

Blink knights are jumpers that master the art of teleporting in combat, evading strikes with quick and precise dimensional jumps.

Blink

Starting at 3rd level, you gain the ability to teleport in combat, avoiding strikes against you constantly. You can activate your blinking as a bonus action. For 1 minute, you gain the following benefits:

  • You have advantage on your Dexterity checks and saving throws.
  • You can use your Dimensional Anchor in any unoccupied space you can see within range. You can teleport with the same bonus action used to create the anchor.
  • When an attack hits you, you can use your reaction to roll a d6. On an odd number, you take no damage from the attack.

Your blink ends earlier if you are knocked unconscious or choose to end it as a bonus action. Once you use this ability, you can’t use it again until you finish a short or long rest.

Handheld Anchor

Starting at 6th level, you can use your bonus action to use your Dimensional Anchor on a thrown weapon or piece of ammunition you have on hand. If you hit a creature or object with an attack from the Handheld Anchor, you can teleport to it as part of that attack. You can forgo one of your attacks to teleport to that weapon on a miss.

Distant Strike

At the 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack against a third creature.

Blinking Blades

At 15th level, when your teleport to your handheld anchor and end your movement within 5 feet of a creature, you can use your reaction to attack that creature.

Dimensional Stalker

Dimensional stalkers use their ability to create dimensional connections and teleport to hunt and kill their targets.

Bonus Proficiency

Starting at the 3rd level, you gain proficiency in Survival and Stealth if you don’t already have it.

Dimensional Harpoon

At the 3rd level, when you use your Dimensional Anchor on a creature, that creature’s movement speed is reduced by 10 feet. In addition, at the end of each turn, you can pull an anchored creature 10 feet towards you.

Dimensional Dive

Beginning at the 6th level, when you take the Attack action, you can forgo one of your attacks to teleport to an unoccupied space you can see within 30 feet.

If you attack after teleporting in that manner, you cause force damage.

Assassin Jump

Starting at the 11th level, when attacking after using your Dimensional Dive feature, you make the Attack at advantage. On a hit, you deal additional 2d8 force damage.

Dimensional Fishing

Starting at the 15th level, when you are within 30 feet of a creature held by your Dimensional Harpoon, you can use your reaction to force that creature to make a Charisma saving throw against your Jump save DC. On a failed save, that creature is teleported to an unoccupied space within 5 feet of you. You can then make a melee weapon attack against it as part of this reaction.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Multiclassing

Prerequisites. To qualify for multiclassing into the jumper, you must meet these prerequisites: 13 Dexterity and 13 Charisma.

Proficiencies. When you are multiclass into the jumper class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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